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GENESIS v1.05 - Pofo Fixes, Smarter Conflict Scanner, Smoother Everything

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GENESIS v1.05 - Pofo Fixes, Smarter Conflict Scanner, Smoother Everything
DESCRIPTION

v1.05 fixes a bunch of small but annoying things. Legs Health now actually loads in the pofo editor. SuperString edits show up in-game like they should. Codex installs launch instead of hanging on the loading screen. The File Conflict Scanner is easier to use, just tick the files you want to disable, and you can clean up the 20+ Packed GFX files in a single click. CAWLESS slots show up automatically if you have CAWLESS installed, and you can now reinstall mods through Genesis even if you installed them yourself first. The Mods tab also scrolls smoother, the app closes faster, and the taskbar icon is fixed.

Full changelog below 👇

Stock String Auto-Disable (SuperString safety layer)

Mirrors the v1.04 Stock CH Auto-Disable, but for strings. Solves the long-running "SuperString edits are blank in-game" report.

What it does — When SuperString is installed and its string_win.pac is present, Genesis renames the stock pac/string/win/string_win.pac to string_win.pac.bak so the engine can only resolve the SuperString copy. Despite chunk0.def's double-list pattern, in practice the stock copy frequently wins resolution and SuperString edits never appear in-game (blank wrestler / attire / team names). Renaming the stock copy makes the SuperString edits the only thing the engine can load.

Fully reversible — Uninstalling SuperString automatically restores the .bak back to .pac. Stock file is never deleted, never overwritten, zero-byte / missing-mod-file cases are skipped with a logged warning rather than risking a white screen.

Safety guarantees — refuses to hide the stock if the SuperString copy is missing or zero bytes, refuses to overwrite an existing .bak, never raises into the install flow.

New: Conflict Scanner (Settings → Troubleshooting)

A dedicated dialog that surfaces duplicate .pac files between the base game and your mods folder, with severity tiers and one-click disable.

Critical files flagged automatically — string_win.pac, misc01_start_p30.pac, profile_dat.pac, profile_mvs.pac, profile_pro.pac. For these, ANY duplication (including base + mod) is flagged because their resolution path isn't uniform with the rest of the loader and users repeatedly report SuperString blanks, half-applied COS-table writes, slot ID conflicts, etc.

Non-critical overrides aren't spammed — character PACs and ordinary asset overrides (base + single mod) are treated as intended overrides and stay quiet. Only base + 2+ mods, or multiple mods on the same path, are flagged as real conflicts.

Each conflict shows every location (base + every mod copy), file size, modified date, severity, and a plain-English explanation of why it matters.

One-click "Disable" renames the offending copy to *.pac.disabled so the game ignores it. The action refuses to disable base-game files for ordinary assets (renaming a base PAC breaks chunk0.def resolution → white screen on launch).

New: Recovery — "Restore Disabled Base Files"

Walks the base pac/ tree and renames every .pac.disabled back to .pac. Recovers installs that were broken by Genesis ≤ v1.02, which let users disable base-game files. Skips paths where an active .pac already exists so nothing is clobbered.

Fixes

Pofo Hit Point Durability fields were misaligned by one byte. What the editor labelled "Head" was really Body, "Body" was Arms, "Arms" was Legs, and "Legs" was the zero pad byte at 345 — which is why Legs Health always loaded as 0 regardless of wrestler. v1.05 maps all four values to the correct body parts and round-trips byte-identically.

Codex / repack launches no longer hang on an infinite loading screen. Codex repacks (and similar non-Steam builds) use DRM-bypass DLLs that load relative to the current working directory. Genesis previously launched via os.startfile(), which inherits Genesis's CWD; on Codex installs the bypass shims couldn't find their config / DLLs from that path and the game stuck on infinite loading. Genesis now launches via subprocess.

Mods tab — scrolling no longer ripples or partial-paints.

Long sessions no longer balloon memory by gigabytes. The scroll-physics rebind walked ~100 widgets per scrollable frame on a 1 second timer; every bind() call allocates a fresh Tcl command that's never released until the widget is destroyed. Over a multi-hour session this leaked roughly 1 KB per bind × thousands of rebinds × 5 scrollable frames. v1.05 marks each widget with a sentinel after first bind, makes rebind idempotent (already-bound widgets are skipped), and removes the periodic 1 s tick entirely — -driven rebinds plus explicit rebind calls after search/filter cover every real-world case.

Closing Genesis is now instant. Previously, clicking X left the app frozen for a beat while 5 scrollable frames worked through their pending after() callbacks against widgets that were already being torn down (occasionally producing a TclError traceback in genesis_debug.log). A module-level shutdown sentinel on the scroll physics engine makes every pending animation and rebind callback bail out immediately when the main window starts to close.

Show CAWLESS Slots" now auto-enables when CAWLESS is installed. Previously the toggle only flipped when you installed CAWLESS through Genesis — users who'd installed it manually or with an older Genesis build had to find the toggle in Settings → General to actually see the 105 unlocked slots. Genesis now syncs the toggle to the install state at startup, so "CAWLESS is installed → CAWLESS slots are visible" is a single invariant you don't have to think about.

In Mods menu, externally-detected mods will show a small Reinstall (Genesis) button beneath the "Managed externally" hint, one click and Genesis takes over the install with backups, post-install hooks, and proper marker tracking.

GFX bundle detection. Open the File Conflict Scanner and if both Packed + Unpacked GFX are live, you'll see a single critical-severity "Packed GFX (Stock ltag files) — 8 files" card with one checkbox to retire all 8 at once.

Conflict scanner UX rewrite, flipped from "select what to KEEP, others get disabled" radio buttons to direct "tick the file to disable it" checkboxes. The mental model now matches what users actually intend.

In Conflict scanner, every location row now has a second line below the source name showing the parent folder (relative to your game path when possible — e.g., pac/string/win/ or mods/SuperString/pac/string/win/), so the origin of each duplicate is obvious at a glance.

Better failure reporting — if a disable rename fails, the dialog now lists which files failed (with their paths) instead of just "1 file could not be renamed."

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POSTEDMay 22, 2026
ARCHIVEDMay 22, 2026